Ranger Archive
Thread: Revised harvesting changes..
REPOSTED FROM ABOVE
with changes to the +creature harvesting mods (double, or triple, ALL ranger-based +creature harvest mods) as follows:
master scout: +50. novice ranger: +60/+65. tracking: 1, +70/+80; 2, +90/+110; 3, +110/+140; 4, +130/+170. master ranger: +150/+200.
that changes the harvest-per-skill-point numbers considerably (numbers for current, x2, and x3 mods shown):
Alphonse: 0.714, 1.07, 1.42 (master ranger)
Bob: 0.842, 1.16, 1.47 (ranger 0030)
Cletus: 1.38, 1.38, 1.38 (scout 0040)
looking at THESE numbers, I'd say the harvest BONUS is of less concern than the BASE harvest/skill point reward/investment scheme. a radical change to be sure, but I find it hard to support the notion that a master ranger is ONLY twice as good as a master scout.
since every skill point spent in NON-combat yields a slower kill-rate, bringing the harvest rate up to compensate addresses the harvest/time disparity between a combat-skilled 0040 scout and a master ranger.
if a master ranger sinks 140 skill points into the profession, and a scout only 29 points, a harvest mod of +150 or +200 balances at master ranger balances well against +40 at 0040 scout.
Hakai wrote:
DaveG wrote:The reasons as to why grouping isn't always desirable have been gone over by myself and others. If you want I'll repost, if not you can read back.Message Edited by DaveG on 02-20-2005 05:29 PM
Aapparently the Devs are trying to increase the amount of organics going into the market. As they've stated several times before this is not a ranger bonus (unfortunately)
With this new system they're trying to increase the attractiveness of grouping by giving a bonus (thereby allowing us to increase our harvests). The only problem is that they stated that master rangers will not get our own grouping bonus, and the harvesting differnce between a master and a dabbler are so out of whack, that just by grouping a dabbler can harvest JUST AS MUCH or even MORE in certain situations.
From what i can see. they're not going to drop the bonus system. Apparently too many crafters complained that we were charging to much for our resources (which is ludicrious because of hte amount of time it takes to harvest amounts of organics), so it looks like this was supposed to be the fix. EXCEPT we're not allowed to have our own bonus.
As Owens said, he's trying to focus on fixing the percentages.
Well, if they really want to increase the amount of organics on the market by increasing every novice scout' /harvest potential by 20%, why not increase the +creature harvest yields by 20% as well. That way status quo in terms of SP investment vs. resource yield is preserved and the prices for tat. avian might drop a bit
One thing is for sure. The crafters aren't going to cut prices even if their resource costs are reduced. They'll charge what people will pay, just like everyone else. including us.
Oculus wrote:
One thing is for sure. The crafters aren't going to cut prices even if their resource costs are reduced. They'll charge what people will pay, just like everyone else. including us.
Glad to know i'm not the only one that hates it when people complain about our prices.
*grin*
At the end of the day, whatever system is introduced, WE know where the strengths and weaknesses lie and can carry on trying to get things squared away. Plus if what am seeing in test is anything to go by, over the next couple fo weeks, if not more, the ONLY thing on most folks minds will be the GCW.
So, guess who that leaves free to hunt and keep supplies of organics going?
Limobacca wrote:the bonus may not be wanted by you but why don't you ask the crafters that are forced to pay the outrageous sums of credits if they like the idea of more available resources from possibly more suppliers since it will be easier for non mstr rangers to make a small living doing this.
just my $.02
The bonus will make next to no difference to the price resources are sold for.
For the most part this is a buyers market, the customers set the price by saying they are willing to pay x per unit. We take the contracts that appeal to us.
Some resources are just a pain to collect as they only drop in v small quantities per kill (Tat avian, corellian wooly) others involve a fair bit of risk and organisation (scales, krayt tissue). At the end of the day tho, it's the customer that's setting the price.
Just my 2cpu
Owen-Lars wrote:
Stating what you want is one thing but spamming your opinions and flaming othersis just out of order and it must stop.
Owen-Lars wrote:
DaveG Wrote:
"Just increase the yield rate per harvest. Again a simple solution is the best thing to do"
Coming from a guy who said we didnt need a combat revamp, just some tweaks, yeah good call dave.
DaveG wrote:
Socongratulations, I give up, you can all carry on in blissful ignorance of any alternate points of view. You've succeeded in infuriating and alienating one of your community.
Owen is not the only one doing the alienating.
I'll just sit back and watch you all let the devs push whatever they like on us and watch you all tryconvincing yourselves that you like it.
Maybe you need to check the previous patch notes on this very subject. They have already changed this based on our feedback, and just missed the mark a bit. I have not had to convince myself of anything (nor have many others). I completely accept this change, feel it has been a long time coming, and will do everything in my power to make sure a group bonus is instituted.